Changes
= In and out of combat =
When playing MazeWorld, there are two major 'modes' of play; being '''out of combat''' (what is referred to as '''Normal mode''') and being '''in combat''' (known as '''[[Combat mode]]'''). The actions available to you differ depending on whether or not you are in combat, though it is possible to shift in and out of combat in an instant.
When in combat,certain actions become information becomes very important: character and item positioning, turns passing, and who does what in which order. Each of these may have an influence on the outcome of the fight. All of the specifics to fighting can be found on the '''[[Combat mode]]''' page.
= Declaring actions =
Every action you wish your character to make must be declared. That means clearly telling the GM what you intend to do, with as many details as required. It is not strictly necessary to be always in-character when declaring actions, but it is considered good form to weave your intentions into your roleplaying, even if it's just a few words.
''"Time" redirects here. For an in-universe explanation on the way people in the Mazes keep track of periods of time, see: [[Calendar]].''
A typical MazeWorld session focuses on one or more player characters, living moment to moment, room to room, throughout their adventures. It is customary, but not strictly necessary, to keep track of the in-game clock, and give an idea of how many days down to the characters have survived. The exact time hours and minutes; the only important elements of time are what day it is and what the '''current day period''' is generally unimportant, as most . Most shops and businesses in the Mazes are open 24/7. At the minimum, and all of the elements of the game that do rely on time will use day periods instead of precise hour and minute counts. The GM should tell the players what can, of course, surmise and make up an exact hour/minute time corresponding to the current time day period of (e.g., if the current day period isDusk, but it is generally not necessary (though possible, the GM can say something along the lines of "You see advanced tip belowthe clock on the wall reads 5:30 in the afternoon") to keep track of exact hours and minutes, but it should be for flavor purposes only.
Just like in the real world, one day is made up of 24 hours, one hour is 60 minutes, and one minute is 60 seconds. But since it is a world that is for the most part 'inside', inhabitants of the Mazes regard terms like "sunrise" and "sunset" as unusual and archaic.
Days are divided into four six periodsof 4 hours each, as follows:
{| class="wikitable" style="font-size:9pt; text-align:center" width="400"
|-
| ''Hours'' || ''Time Day period name''
|-
| 8 AM to 11:59 AM || <span style="color:#BB7700">'''Morning'''</span>
|-
| 12:00 PM to 73:59 PM || <span style="color:#BB7700">'''DayAfternoon'''</span>
|-
| 8 4:00 PM to 117:59 PM || <span style="color:#BB7700">'''EveningDusk'''</span>
|-
| 8 PM to 11:59 PM || <span style="color:#000088">'''Evening'''</span>|-| 12:00 AM to 3:59 AM || <span style="color:#000088">'''Late night'''</span>|-| 4:00 AM to 7:59 AM || <span style="color:#000088">'''NightDawn'''</span>
|}
* Day periods in <span style="color:#BB7700">'''orange'''</span> are collectively referred to as '''daytime''', whereas day periods in <span style="color:#000088">'''blue'''</span> are in the '''nighttime'''.* The start of the morning (8 , and therefore of daytime, is '''08:00 AM) ''' and is called referred to as the '''daybreak''', and the . The start of the evening (8 , and thus of nighttime, is '''08:00 PM) ''' and is called referred to as the '''eventide'''. * Certain places and businesses in the Mazes with concepts of a "day shift" and a "night shift" use these hours as points of reference for when these shifts begin and end; for example, if you're visiting the local diner at 2:30 in the afternoon, you're going to see the employees work the day shift, but if you come back later at 1 AM, you will see the night shift employees instead.** Certain shops, in particular [[individual shops]] located in [[intersections]], are closed during either the day shift or the night shift.* Certain areas are referred to as '''Outside''' areas, affected by a day/night cycle just like in the real world depending on the current day period.** Outside areas during the '''evening''' and the '''late night''' are dark enough to induce '''[[Effects#Accuracy|Environmental blindness]]'''.
The passage of time is important for [[Inebriation]] mechanics as well, as eliminating inebriation depends on the amount number of day periods that have passed since the last drink. {{AdvancedTip| tiptext=Game Masters: If you really want to, and if your players have no issue with it, you can keep track of the clock in the game at a more accurate level than simply tracking the current time period, right down to the exact hours and minutes, using these pointers:<br/>'''+5 minutes''' when entering a new UA room<br/>'''+6 minutes''' per turn spent Waiting<br/>'''+6 minutes''' per turn spent Resting<br/>|}}
== Daily Reset ==
The only most important part element of time is the amount of days that have passed in the game, and more specifically the moment at which the character enters into a new day. This point is known as the '''Daily Reset'''. Two important [[statistics]], [[Nutrition]] and [[Hydration]], rely on the Daily Reset for their significance. Every day, your character will lose a certain amount of nutrition and hydration, roughly corresponding to a day's worth of food and water. The exact amount of Nutrition and Hydration lost depends on two factors: your character's Base Limb Health value and constitution.
The daily reset occurs at '''midnight''', at the start of the Night period.
* Nutrition lost on Daily Reset = '''30 x Base Limb Health value'''
* Hydration lost on Daily Reset = '''10 x Base Limb Health value'''
** If your characterpossesses one of the 's constitution is Athletic, multiply both values by ''[[Character traits|Big eater or Light eater]]'1.25'''. If Musculartraits, multiply both values by '''1.5'''the number indicated.
In addition, your character may heal some [[Pain]] (if not 0%) and [[Blood]] (if not at maximum levelsand if there are no [[Wounds]]) during Daily Reset. This is referred to as '''natural healing'''; however this healing is not free and will burn extra Nutrition as well as some [[Fatigue]].* Pain healed on Daily Reset: '''Up to -40%'''. Healing Pain through Daily Reset is subject to the [[Effects#Healing|Pain healing effect]].* Blood healed on Daily Reset: '''Up to +1.0 unit'''. Healing Blood through Daily Reset is subject to the [[Effects#Healing|Blood healing effect]]. Lastly, if your current number of '''[[Favors]]''' is under the maximum, you '''regain 1 Favor''' on Daily Reset.
Additional considerations:
* If you have skill levels in [[Healing]], you will receive bonuses to natural healing, which are applied ''before'' the normal effects of natural healing. See [[Healing#Natural healing bonuses|this section]] for more details.* If your character is possesses the '''[[AddictionCharacter traits|addictedBlood Knight]] to one or more substances before Daily Reset''' trait, all active addictions will advance by one level, unless already at level 3the character heals '''1.0% [[Stress]] per point on the Blood Knight counter'''. The counter is then reset.
Generally speaking, unless the player characters are in combat, or there is some other situation during which the counting of turns would become important, it's not strictly necessary to count down the exact amount of turns that would pass for completing an action. The significance of turns depends on how much changes over each turn, particularly if any effects that work over time are active; virtually all such effects work on a per-turn basis, and all temporary effects last an amount of time expressed in turns.
* '''Example:''' After having successfully eliminated During a fight against a nasty creature, Sarah notices she has taken hits and sustained a few Wounds during the fightthree [[light wounds]], and is now bleeding. In order to access the [[Meds|bandages ]] inside of her [[Load-bearing equipment|backpack]], Sarah needs to spend a turn to drop her backpack on the ground and make the items accessible. Normally, this would be trivial, but every turn Sarah spends with at least one wound, means she is losing [[Blood]]. It will require one turn to drop the backpack, and one turn for every bandage required (one per Woundlight wound) in order for her to stop bleeding. Hopefully she is able GMs are, however, encouraged to patch herself up before all expedite such processes for the sake of her red fluids are keeping the pace going, especially outside of combat and if players do have the resources on their characters to fix these issues, unless you absolutely want to run an intense, beat-by-beat, every-moment-counts session, it is usually better to simply let player characters heal themselves "for free". GMs and players may discuss about it and decide together how intense, detailed and granular their sessions should be. * '''Example:''' Normally, if Sarah were still in combat and had to heal 3 light wounds using bandages, she would have to spend the floorfirst turn dropping the Backpack (-0.3 Blood), use turn 2 to heal the first LW with a bandage (-0.2 Blood), then turn 3 for healing the 2nd LW (-0.1 Blood), then turn 4 for healing the 3rd LW (all wounds patched), losing a total of 0.6 Blood and 4 turns. However, the GM decides to let Sarah patch herself up without losing 0.6 Blood because she's no longer in combat, and there's no reason to waste time.
= Movement and traveling =
The importance of your character's position in the world (and in turn, what you are allowed to do to move your character) depends on whether or not you are in combat, and on whether you are inside the [[Uncivilized Area ]] or a [[Civilized Area]]. This section will discuss what you can do outside of combat. For movement when in combat, see [[Combat mode]].
== Civilized Areas ==
''Full article: '''[[Civilized Areas]]'''''
When outside of combat and in a Civilized area Area such as a [[town, ]] or an [[intersection]], you can travel to nearly any specific room, street, shop, business, or point of interest, simply by declaring an intent to travel to that location, so long as you have access to it. Towns and intersections generally have maps listing the places of interest available, and the preferred method of declaring movement is to simply say something along the lines of, ''"I'm going to the gun shop"'' or ''"Next, I'm going to visit the hospital"''.
You can specify a particular room or area if you know exactly where you're going. You can also request to the GM your precise location, or the current town or intersection map, whenever you desire.
In order to leave a Civilized Area, your character must be at a location where it is possible to transition into the [[UA]].
* '''Towns''' have a room called the ''Gap corridor'', which represents the very edge of the town. This is where you can choose your next destination. You can only travel to a town or an intersection that is linked to the current town, though you can plot a specific itinerary if you so desire.
* '''Intersections''' do not have gap corridors. Instead, as intersections are plus sign-shaped ('''+'''), 2 to 4 of its outermost rooms may be connected to the UA, each corresponding to a single destination.
== Uncivilized Area ==
''Full article: '''[[Uncivilized Area]]'''''
When in the UA'''[[Uncivilized Area]]''', your character will be traveling through a series of randomly generated rooms, going from a starting point to a destination of your choosing, and reaching the next destination only after a set amount of UA rooms have been passed. See the article for more information.
When you are in a Civilized Area and ready to transition into the UA, your GM will give you the available destinations, and ask you to choose where you intend to go (unless there is only one available destination, of course).
[[Category:Game mechanics]]